Capture the VIP and return him/her to your Base to score. Secondly,
rescue your VIP and return him/her to your Base to score.
If an opponent VIP is within engagement range, you may call out “You are
captured, m’ld/m’ldy/good monk/etc.” The VIP must
stop and allow themselves to be taken into custody. This is done by placing
an open hand on the VIP (shoulder or arm, please). The VIP is held in
Custody as long as positive contact is maintained. If the contact is
broken, the VIP may attempt to escape. You may recapture the VIP, same as above. Two Capturers are required to escort the VIP,
both maintaining positive contact. If one of the escorts breaks contact,
the VIP can stop moving until they regain positive contact.
If you can escort an opponet VIP to your Base (starting base, not the
current Base Flag location), s/he will be imprisoned. This is worth
1 VP. While imprisoned, the Monk is effectively "dead". They must stay at
the Base, and may not interfere with normal play, nor may give direction
or advice to their team. They MAY cry out for aid and rescue, make
annoying comments, etc., but cannot respond to any events occurring
outside their 'prison' base.
To rescue an 'imprisoned' VIP, a team-member must be within engagement range INSIDE
the opposition’s base with no opposition within engagement range of the
VIP (uncontested control of the VIP). Place a hand on the VIP and call out “You are rescued, m’ld/m’ldy”,
at which point they can be escorted back to their base. The rules for a
rescue escort are the same as a capture escort – the VIP is disoriented,
wounded, weak from torture/interrogation/malnurishment, etc. HOWEVER, as
the VIP wants to accompany their rescuer, only ONE teammate is required to
escort them back to their home base. Once the VIP is safely returned to
their base, a VP is scored for the rescuing team.
If the VIP is re-captured during a rescue attempt, no point is scored
for the capture. However, the time remaining for the VIP to
As originally planned, the VIP’s would remain at the opposition’s
base until rescued. However, this resulted in a player sitting around for
extended periods of time waiting to be rescued.. No fun..
VIP’s can elect to ‘perish’ whilst being held (hunger strike,
self immolation, conversion, whatever). After a specified number of
Opponent Reinforcement Waves, the VIP can return to their base and Rez with the
next wave. In play, we used 3 Opponent Reinforcement Waves.
For a full War scenario, it's important to scale
the Perish Rez Wave count to be between 5-10 minutes. I.e., if your using
2 minute timed Rez's, then a 4 Rez Wave count would be good. If using
Reinforcement Count Rez's, then fewer Rez Waves might be suggested.
This allows the capturing team to benefit from the VIP being out of
play for a short duration and gives the VIP’s team time to attempt a
rescue (Successful rescue is worth a VP).